Injection official art

Common · Tier I · Base game

Injection

% Damage

Structured effects, restated

What one copy changes

% Damage

Changes Damage by +7 percentage points.

Each owned copy contributes this additive effect.

Max HP

Changes Max HP by −2 points.

Each owned copy contributes this additive effect.
Stat references: % Damage · Max HP

Purchase-time direct weapon metric

Your before-and-after DPS

Current player state

Enter your current values before buying Injection. Player stats use the same device-local values as the weapon pages.

Using zero bonus player stats and zero item counters

Excalibur goes from 346.24 to 363.55 expected primary-target DPS.

Direct DPS change +17.31 DPS +5%
What the comparison includes

Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.

It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.

Zero-stat baseline, highest available tier

Largest computed direct-DPS changes

  1. ExcaliburExcaliburMelee · Tier IV 346.24 → 363.55 +17.31 DPS (+5%)
  2. Gatling LaserGatling LaserRanged · Tier IV 163.64 → 180.00 +16.36 DPS (+10%)
  3. ScytheScytheMelee · Tier IV 215.22 → 231.01 +15.78 DPS (+7.3%)
  4. Flaming Brass KnucklesFlaming Brass KnucklesMelee · Tier IV 135.34 → 145.49 +10.15 DPS (+7.5%)
  5. Power FistPower FistMelee · Tier IV 135.34 → 145.49 +10.15 DPS (+7.5%)

Availability and ownership fields

Purchase facts

Rarity
Common · Tier I
Price position
25–38 lowest of 63 in this rarity
Ownership
No item-specific ownership limit is recorded.
Shop lock
Can be locked in the shop
Crates
Included in normal crate eligibility
Unlock
Unlocked by default
Content
Base game
Curse field
Not a cursed item

Offer and resolved-stat relationships

Character-specific relationships

For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.

Resolved direct-stat change: +50% or more

  • One-Armed — +77.8% normalized signed change (Damage +7 resolves ×2)

Resolved direct-stat change: −50% or less

  • Renegade — −62.2% normalized signed change (Damage +7 resolves ×0.2)
  • Builder — −58.3% normalized signed change (Damage +7 resolves ×0.25)

Wanted-tag matches

  • One-Armed — matches Percent Damage; wanted-tag filter chance 5%